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Exploring Explicit Uncertainty for Binary Analysis (EUBA)

Leger, Michelle A.; Darling, Michael C.; Jones, Stephen T.; Matzen, Laura E.; Stracuzzi, David J.; Wilson, Andrew T.; Bueno, Denis B.; Christentsen, Matthew C.; Ginaldi, Melissa J.; Hannasch, David A.; Heidbrink, Scott H.; Howell, Breannan C.; Leger, Chris; Reedy, Geoffrey E.; Rogers, Alisa N.; Williams, Jack A.

Reverse engineering (RE) analysts struggle to address critical questions about the safety of binary code accurately and promptly, and their supporting program analysis tools are simply wrong sometimes. The analysis tools have to approximate in order to provide any information at all, but this means that they introduce uncertainty into their results. And those uncertainties chain from analysis to analysis. We hypothesize that exposing sources, impacts, and control of uncertainty to human binary analysts will allow the analysts to approach their hardest problems with high-powered analytic techniques that they know when to trust. Combining expertise in binary analysis algorithms, human cognition, uncertainty quantification, verification and validation, and visualization, we pursue research that should benefit binary software analysis efforts across the board. We find a strong analogy between RE and exploratory data analysis (EDA); we begin to characterize sources and types of uncertainty found in practice in RE (both in the process and in supporting analyses); we explore a domain-specific focus on uncertainty in pointer analysis, showing that more precise models do help analysts answer small information flow questions faster and more accurately; and we test a general population with domain-general sudoku problems, showing that adding "knobs" to an analysis does not significantly slow down performance. This document describes our explorations in uncertainty in binary analysis.

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RAMSeS: Rapid Analysis of Mission Software Systems

Ghormley, Douglas P.; Jones, Stephen T.; Bueno, Denis B.; Leger, Michelle A.; Loffredo, Timothy; Reedy, Geoffrey E.

Over the past few decades, software has become ubiquitous as it has been integrated into nearly every aspect of society, including household appliances, consumer electronics, industrial control systems, public utilities, government operations, and military systems. Consequently, many critical national security questions can no longer be answered convincingly without understanding software, including its purpose, its capabilities, its flaws, its communication, or how it processes and stores data. As software continues to become larger, more complex, and more widespread, our ability to answer important mission questions and reason about software in a timely way is falling behind. Today, to achieve such understanding of third-party software, we rely predominantly on the ability of reverse engineering experts to manually answer each particular mission question for every software system of interest. This approach often requires heroic human effort that nevertheless fails to meet current mission needs and will never scale to meet future needs. The result is an emerging crisis: a massive and expanding gap between the national security need to answer mission questions about software and our ability to do so. Sandia National Laboratories has established the Rapid Analysis of Mission Software Systems (RAMSeS) effort, a collaborative long-term effort aimed at dramatically improving our nation’s ability to answer mission questions about third-party software by growing an ecosystem of tools that augment the human reverse engineer through automation, interoperability, and reuse. Focusing on static analysis of binary programs, we are attempting to identify reusable software analysis components that advance our ability to reason about software, to automate useful aspects of the software analysis process, and to integrate new methodologies and capabilities into a working ecosystem of tools and experts. We aim to integrate existing tools where possible, adapt tools when modest modifications will enable them to interoperate, and implement missing capability when necessary. Although we do hope to automate a growing set of analysis tasks, we will approach this goal incrementally by assisting the human in an ever-widening range of tasks.

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Evaluating Emulation-based Models of Distributed Computing Systems

Jones, Stephen T.

Emulation-based models of distributed computing systems are collections of virtual ma- chines, virtual networks, and other emulation components configured to stand in for oper- ational systems when performing experimental science, training, analysis of design alterna- tives, test and evaluation, or idea generation. As with any tool, we should carefully evaluate whether our uses of emulation-based models are appropriate and justified. Otherwise, we run the risk of using a model incorrectly and creating meaningless results. The variety of uses of emulation-based models each have their own goals and deserve thoughtful evaluation. In this paper, we enumerate some of these uses and describe approaches that one can take to build an evidence-based case that a use of an emulation-based model is credible. Predictive uses of emulation-based models, where we expect a model to tell us something true about the real world, set the bar especially high and the principal evaluation method, called validation , is comensurately rigorous. We spend the majority of our time describing and demonstrating the validation of a simple predictive model using a well-established methodology inherited from decades of development in the compuational science and engineering community.

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A Reference Architecture For EmulyticsTM Clusters

Floren, John F.; Friesen, Jerrold A.; Ulmer, Craig D.; Jones, Stephen T.

In this document we describe a reference architecture developed for EmulyticsTM clusters at Sandia National Laboratories. Taking into consideration the constraints of our Emulytics software and the requirements for integration with the larger computing facilities at Sandia, we developed a cluster platform suitable for use by Sandia's several Emulytics toolsets and also useful for more general large-scale computing tasks.

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Evaluating Moving Target Defense with PLADD

Jones, Stephen T.; Outkin, Alexander V.; Gearhart, Jared L.; Hobbs, Jacob A.; Siirola, John D.; Phillips, Cynthia A.; Verzi, Stephen J.; Tauritz, Daniel T.; Mulder, Samuel A.; Naugle, Asmeret B.

This project evaluates the effectiveness of moving target defense (MTD) techniques using a new game we have designed, called PLADD, inspired by the game FlipIt [28]. PLADD extends FlipIt by incorporating what we believe are key MTD concepts. We have analyzed PLADD and proven the existence of a defender strategy that pushes a rational attacker out of the game, demonstrated how limited the strategies available to an attacker are in PLADD, and derived analytic expressions for the expected utility of the game’s players in multiple game variants. We have created an algorithm for finding a defender’s optimal PLADD strategy. We show that in the special case of achieving deterrence in PLADD, MTD is not always cost effective and that its optimal deployment may shift abruptly from not using MTD at all to using it as aggressively as possible. We believe our effort provides basic, fundamental insights into the use of MTD, but conclude that a truly practical analysis requires model selection and calibration based on real scenarios and empirical data. We propose several avenues for further inquiry, including (1) agents with adaptive capabilities more reflective of real world adversaries, (2) the presence of multiple, heterogeneous adversaries, (3) computational game theory-based approaches such as coevolution to allow scaling to the real world beyond the limitations of analytical analysis and classical game theory, (4) mapping the game to real-world scenarios, (5) taking player risk into account when designing a strategy (in addition to expected payoff), (6) improving our understanding of the dynamic nature of MTD-inspired games by using a martingale representation, defensive forecasting, and techniques from signal processing, and (7) using adversarial games to develop inherently resilient cyber systems.

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13 Results
13 Results